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http://www.rewritetech.com/install-flash-frash-on-iphone-4-video-623/
Looks pretty fast. I'll see tonight if dad will let me jailbr0k his iPad, then contemplate doing the same to my 3GS;...
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Nice.
Hm, Marmotte was pretty timid about his coding skills 8 years ago. :shhh:
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most of my friends still aren't on Core 2 Duos. the few who are are mostly Mac users (so still bad GFX). Don't assume 2GB of RAM will be available, but 1GB is probably reasonable.
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@BlinkOk:
That sounds like it would be really, really slow, surely? Also, I'm not sure that their boundaries get updated as soon as you run the _rotation++; line - I think all coordinate changes...
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Ah yeah, that was a typo, but I don't believe that breaks my other line of code in any way.
If we (as I intended) take alf%0 to mean (alf<0 ? -1 : 1), then surely that line,
(alf<0 ? -1 :...
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@Never_land:
Right. Thought there was a chance that Flash or Flash Player would be smart enough to simplify it like I did. It's the kind of thing that any good compiler would do for you.
...
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Untested, so I mighta made a mistake, but try:
var reminder:Number=1;
function fcos(alf:Number):Number {
if (alf < 0) alf = -alf;
if (alf > 180) alf = 180-alf;
alf = alf>45 ?...
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Not gonna run any tests, but here's my two cents:
It's probably not worth implementing clipping for small objects; let's say you have 5,000 small objects on-stage, chances are very few of them...
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Note:
while (wall.hitTestPoint(player.x-6, player.y+10, true) || wall.hitTestPoint(player.x+6, player.y+10, true))
{
player.y--;
grounded=true;
}
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I thought 'static' was to make something non-dynamic?
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Right. 'Dirty rectangles' refers to something related to damage mapping, I assume?
And what's this about marking a class as Final?
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Just implemented that. Not sure if it makes a difference... possibly it does? But is the assumption here that Flash will try to render the bitmap halfway through the frame (or every time we run a...
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http://tonypa.pri.ee/tbw/index.html
http://tonypa.pri.ee/vectors/index.html
Tonypa's tutorials are the standard starting point for learning to write Flash games.
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ah, I see. managed to get pooling up for the arrows in Invasion... not convinced that I've gained any framerate (maybe a tiny bit), but it definitely no longer judders every few seconds from the GC....
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Maybe a linked list? So:
objectsArray = [someObject0, someObject1, someObject2];
depthsArray = [1, 3, 2];
Indices of each array correspond to each other, so someObject0 is considered to be at...
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No problem.
If your experience of game development is limited to dress-up games, then do yourself a favour and DON'T ATTEMPT a multiplayer game. I would recommend at least 3 or 4 years' experience...
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Auuugh~ 19 classes deep? But that sounds like you designed it pretty well. Mine only ever goes about 2 deep, and that's in extreme situations.
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Ah, when you're blitting sprites around a screen, the sprites you are plotting would be your 'bobs' (http://en.wikipedia.org/wiki/Blitter_object).
Object-pooling is a way to avoid the slowdown...
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It's perfectly possible to do this in AS2, and I would recommend that for simplicity. It can also be done for free; most socket servers have a '10-users-connected' or so free demo.
One of the hard...
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Blimey. I've been away from Flash longer than I realized. Thought this stuff would still be new to people. :P
I didn't plan the class structure very well, so I ended up with almost all the code on...
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woah. I'll try that myself. btw, what's your opinion on using object pooling for bobs? the objects being instantiated aren't massive DisplayObject ordeals, they're a tiny class with coordinate, angle...
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if you want your bobs to be able to fade out individually, you're gonna have to put faded sprites of them into the spritesheet. for example:
http://birchlabs.co.uk/ArrowSpriteSheet.png
these...
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It's a sweeping generalisation, I'll grant you, but I have honestly never seen it used in anything other than experiments.
As for the font colour... the background's random, but most of the time...
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yeah. I've been feeling that myself. it hurts me to have to take it out, 'cause nobody's ever used DisplacementMapFilter in a game before, but it is really distracting, it's causing framerate issues,...
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phew.
still, 10 fps is unacceptable. I'm wondering what I can do to tone down the ripple (cause I don't want to get rid of it). could probably reduce the area it has to plot if I get rid of the...
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